/**
 * 
 */
package com.dalonedrow.module.chivalrysorcery.rpg;

import com.dalonedrow.rpg.base.flyweights.IOPCData;

/**
 * @author Donald
 */
public final class ChivSorcCharacter extends IOPCData {
	/** the character's base Appearance score. */
	private float	baseAppearance;
	/** the character's base BardicVoice score. */
	private float	baseBardicVoice;
	/** the character's base body score. */
	private float	basebody;
	/** the character's base Constitution score. */
	private float	baseConstitution;
	/** the character's base Dexterity score. */
	private float	baseDexterity;
	/** the character's base fatigue score. */
	private float	basefatigue;
	/** the character's base Ferocity score. */
	private float	baseFerocity;
	/** the character's base frame score. */
	private int	baseframe;
	/** the character's base height score. */
	private float	baseheight;
	/** the character's base Intelligence score. */
	private float	baseIntelligence;
	/** the character's base maxBody score. */
	private float	basemaxBody;
	/** the character's base maxFatigue score. */
	private float	basemaxFatigue;
	/** the character's base Piety score. */
	private float	basePiety;
	/** the character's base Strength score. */
	private float	baseStrength;
	/** the character's base weight score. */
	private float	baseweight;
	/** the character's base Wisdom score. */
	private float	baseWisdom;
	/** the character's birth aspect. */
	private int		birthAspect;
	/** the character's family status. */
	private int		familyStatus;
	/** the character's father's social class. */
	private int		fatherSocialClass;
	/** the character's father's (or grandfather's) vocation. */
	private int		fatherVocation		= -999;
	/** the character's father's (or grandfather's) vocation rank. */
	private int		fatherVocationRank	= -999;
	/** the full value of the character's Appearance score. */
	private float	fullAppearance;
	/** the full value of the character's BardicVoice score. */
	private float	fullBardicVoice;
	/** the full value of the character's body score. */
	private float	fullbody;
	/** the full value of the character's Constitution score. */
	private float	fullConstitution;
	/** the full value of the character's Dexterity score. */
	private float	fullDexterity;
	/** the full value of the character's fatigue score. */
	private float	fullfatigue;
	/** the full value of the character's Ferocity score. */
	private float	fullFerocity;
	/** the full value of the character's frame score. */
	private float	fullframe;
	/** the full value of the character's height score. */
	private float	fullheight;
	/** the full value of the character's Intelligence score. */
	private float	fullIntelligence;
	/** the full value of the character's maxBody score. */
	private float	fullmaxBody;
	/** the full value of the character's maxFatigue score. */
	private float	fullmaxFatigue;
	/** the full value of the character's Piety score. */
	private float	fullPiety;
	/** the full value of the character's Strength score. */
	private float	fullStrength;
	/** the full value of the character's weight score. */
	private float	fullweight;
	/** the full value of the character's Wisdom score. */
	private float	fullWisdom;
	/** flag indicating the character is their father's heir. */
	private boolean	isHeir;
	/**
	 * the value of the modifier applied to the character's base Appearance
	 * score.
	 */
	private float	modAppearance;
	/**
	 * the value of the modifier applied to the character's base BardicVoice
	 * score.
	 */
	private float	modBardicVoice;
	/** the value of the modifier applied to the character's base body score. */
	private float	modbody;
	/**
	 * the value of the modifier applied to the character's base Constitution
	 * score.
	 */
	private float	modConstitution;
	/**
	 * the value of the modifier applied to the character's base Dexterity
	 * score.
	 */
	private float	modDexterity;
	/**
	 * the value of the modifier applied to the character's base fatigue score.
	 */
	private float	modfatigue;
	/**
	 * the value of the modifier applied to the character's base Ferocity score.
	 */
	private float	modFerocity;
	/**
	 * the value of the modifier applied to the character's base frame score.
	 */
	private float	modframe;
	/**
	 * the value of the modifier applied to the character's base height score.
	 */
	private float	modheight;
	/**
	 * the value of the modifier applied to the character's base Intelligence
	 * score.
	 */
	private float	modIntelligence;
	/**
	 * the value of the modifier applied to the character's base maxBody score.
	 */
	private float	modmaxBody;
	/**
	 * the value of the modifier applied to the character's base maxFatigue
	 * score.
	 */
	private float	modmaxFatigue;
	/**
	 * the value of the modifier applied to the character's base Piety score.
	 */
	private float	modPiety;
	/**
	 * the value of the modifier applied to the character's base Strength score.
	 */
	private float	modStrength;
	/**
	 * the value of the modifier applied to the character's base weight score.
	 */
	private float	modweight;
	/**
	 * the value of the modifier applied to the character's base Wisdom score.
	 */
	private float	modWisdom;
	/** the number of siblings in the character's family. */
	private int		numSiblings;
	/** the character's sibling rank. */
	private int		siblingRank;
	/** the character's social status score. */
	private int		socialStatus;
	/** the character's zodiac sign. */
	private int		zodiac;
	/**
	 * Adjusts the score modifier for the Appearance ability by a certain
	 * amount.
	 * @param val the modifier applied
	 */
	public void adjModAppearance(final float val) {
		modAppearance += val;
	}
	/**
	 * Adjusts the score modifier for the BardicVoice ability by a certain
	 * amount.
	 * @param val the modifier applied
	 */
	public void adjModBardicVoice(final float val) {
		modBardicVoice += val;
	}
	/**
	 * Adjusts the score modifier for the body ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModbody(final float val) {
		modbody += val;
	}
	/**
	 * Adjusts the score modifier for the Constitution ability by a certain
	 * amount.
	 * @param val the modifier applied
	 */
	public void adjModConstitution(final float val) {
		modConstitution += val;
	}
	/**
	 * Adjusts the score modifier for the Dexterity ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModDexterity(final float val) {
		modDexterity += val;
	}
	/**
	 * Adjusts the score modifier for the fatigue ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModfatigue(final float val) {
		modfatigue += val;
	}
	/**
	 * Adjusts the score modifier for the Ferocity ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModFerocity(final float val) {
		modFerocity += val;
	}
	/**
	 * Adjusts the score modifier for the frame ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModframe(final float val) {
		modframe += val;
	}
	/**
	 * Adjusts the score modifier for the height ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModheight(final float val) {
		modheight += val;
	}
	/**
	 * Adjusts the score modifier for the Intelligence ability by a certain
	 * amount.
	 * @param val the modifier applied
	 */
	public void adjModIntelligence(final float val) {
		modIntelligence += val;
	}
	/**
	 * Adjusts the score modifier for the maxBody ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModmaxBody(final float val) {
		modmaxBody += val;
	}
	/**
	 * Adjusts the score modifier for the maxFatigue ability by a certain
	 * amount.
	 * @param val the modifier applied
	 */
	public void adjModmaxFatigue(final float val) {
		modmaxFatigue += val;
	}
	/**
	 * Adjusts the score modifier for the Piety ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModPiety(final float val) {
		modPiety += val;
	}
	/**
	 * Adjusts the score modifier for the Strength ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModStrength(final float val) {
		modStrength += val;
	}
	/**
	 * Adjusts the score modifier for the weight ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModweight(final float val) {
		modweight += val;
	}
	/**
	 * Adjusts the score modifier for the Wisdom ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModWisdom(final float val) {
		modWisdom += val;
	}
	/**
	 * {@inheritDoc}
	 */
	@Override
	public void clearModAbilityScores() {
		modAppearance = 0;
		modBardicVoice = 0;
		modbody = 0;
		modConstitution = 0;
		modDexterity = 0;
		modfatigue = 0;
		modFerocity = 0;
		modframe = 0;
		modheight = 0;
		modIntelligence = 0;
		modmaxBody = 0;
		modmaxFatigue = 0;
		modPiety = 0;
		modStrength = 0;
		modweight = 0;
		modWisdom = 0;
	}
	/**
	 * Gets the character's base Appearance score.
	 * @return <code>float</code>
	 */
	public float getBaseAppearance() {
		return baseAppearance;
	}
	/**
	 * Gets the character's base BardicVoice score.
	 * @return <code>float</code>
	 */
	public float getBaseBardicVoice() {
		return baseBardicVoice;
	}
	/**
	 * Gets the character's base body score.
	 * @return <code>float</code>
	 */
	public float getBasebody() {
		return basebody;
	}
	/**
	 * Gets the character's base Constitution score.
	 * @return <code>float</code>
	 */
	public float getBaseConstitution() {
		return baseConstitution;
	}
	/**
	 * Gets the character's base Dexterity score.
	 * @return <code>float</code>
	 */
	public float getBaseDexterity() {
		return baseDexterity;
	}
	/**
	 * Gets the character's base fatigue score.
	 * @return <code>float</code>
	 */
	public float getBasefatigue() {
		return basefatigue;
	}
	/**
	 * Gets the character's base Ferocity score.
	 * @return <code>float</code>
	 */
	public float getBaseFerocity() {
		return baseFerocity;
	}
	/**
	 * Gets the character's base frame score.
	 * @return <code>float</code>
	 */
	public int getBaseframe() {
		return baseframe;
	}
	/**
	 * Gets the character's base height score.
	 * @return <code>float</code>
	 */
	public float getBaseheight() {
		return baseheight;
	}
	/**
	 * Gets the character's base Intelligence score.
	 * @return <code>float</code>
	 */
	public float getBaseIntelligence() {
		return baseIntelligence;
	}
	/**
	 * Gets the character's base maxBody score.
	 * @return <code>float</code>
	 */
	public float getBasemaxBody() {
		return basemaxBody;
	}
	/**
	 * Gets the character's base maxFatigue score.
	 * @return <code>float</code>
	 */
	public float getBasemaxFatigue() {
		return basemaxFatigue;
	}
	/**
	 * Gets the character's base Piety score.
	 * @return <code>float</code>
	 */
	public float getBasePiety() {
		return basePiety;
	}
	/**
	 * Gets the character's base Strength score.
	 * @return <code>float</code>
	 */
	public float getBaseStrength() {
		return baseStrength;
	}
	/**
	 * Gets the character's base weight score.
	 * @return <code>float</code>
	 */
	public float getBaseweight() {
		return baseweight;
	}
	/**
	 * Gets the character's base Wisdom score.
	 * @return <code>float</code>
	 */
	public float getBaseWisdom() {
		return baseWisdom;
	}
	/**
	 * Gets the character's birth aspect.
	 * @return {@link int}
	 */
	public int getBirthAspect() {
		return birthAspect;
	}
	/**
	 * Gets the character's family status.
	 * @return int
	 */
	public int getFamilyStatus() {
		return familyStatus;
	}
	/**
	 * Gets the character's father's social class.
	 * @return <code>int</code>
	 */
	public int getFatherSocialClass() {
		return fatherSocialClass;
	}
	/**
	 * Gets the character's father's (or grandfather's) vocation.
	 * @return {@link int}
	 */
	public int getFatherVocation() {
		return fatherVocation;
	}
	/**
	 * Gets the character's father's (or grandfather's) vocation rank.
	 * @return {@link int}
	 */
	public int getFatherVocationRank() {
		return fatherVocationRank;
	}
	/**
	 * Gets the full value of the character's Appearance score.
	 * @return <code>float</code>
	 */
	public float getFullAppearance() {
		return fullAppearance;
	}
	/**
	 * Gets the full value of the character's BardicVoice score.
	 * @return <code>float</code>
	 */
	public float getFullBardicVoice() {
		return fullBardicVoice;
	}
	/**
	 * Gets the full value of the character's body score.
	 * @return <code>float</code>
	 */
	public float getFullbody() {
		return fullbody;
	}
	/**
	 * Gets the full value of the character's Constitution score.
	 * @return <code>float</code>
	 */
	public float getFullConstitution() {
		return fullConstitution;
	}
	/**
	 * Gets the full value of the character's Dexterity score.
	 * @return <code>float</code>
	 */
	public float getFullDexterity() {
		return fullDexterity;
	}
	/**
	 * Gets the full value of the character's fatigue score.
	 * @return <code>float</code>
	 */
	public float getFullfatigue() {
		return fullfatigue;
	}
	/**
	 * Gets the full value of the character's Ferocity score.
	 * @return <code>float</code>
	 */
	public float getFullFerocity() {
		return fullFerocity;
	}
	/**
	 * Gets the full value of the character's frame score.
	 * @return <code>float</code>
	 */
	public float getFullframe() {
		return fullframe;
	}
	/**
	 * Gets the full value of the character's height score.
	 * @return <code>float</code>
	 */
	public float getFullheight() {
		return fullheight;
	}
	/**
	 * Gets the full value of the character's Intelligence score.
	 * @return <code>float</code>
	 */
	public float getFullIntelligence() {
		return fullIntelligence;
	}
	/**
	 * Gets the full value of the character's maxBody score.
	 * @return <code>float</code>
	 */
	public float getFullmaxBody() {
		return fullmaxBody;
	}
	/**
	 * Gets the full value of the character's maxFatigue score.
	 * @return <code>float</code>
	 */
	public float getFullmaxFatigue() {
		return fullmaxFatigue;
	}
	/**
	 * Gets the full value of the character's Piety score.
	 * @return <code>float</code>
	 */
	public float getFullPiety() {
		return fullPiety;
	}
	/**
	 * Gets the full value of the character's Strength score.
	 * @return <code>float</code>
	 */
	public float getFullStrength() {
		return fullStrength;
	}
	/**
	 * Gets the full value of the character's weight score.
	 * @return <code>float</code>
	 */
	public float getFullweight() {
		return fullweight;
	}
	/**
	 * Gets the full value of the character's Wisdom score.
	 * @return <code>float</code>
	 */
	public float getFullWisdom() {
		return fullWisdom;
	}
	/**
	 * Gets the value of the modifier applied to the character's base Appearance
	 * score.
	 * @return <code>float</code>
	 */
	public float getModAppearance() {
		return modAppearance;
	}
	/**
	 * Gets the value of the modifier applied to the character's base
	 * BardicVoice score.
	 * @return <code>float</code>
	 */
	public float getModBardicVoice() {
		return modBardicVoice;
	}
	/**
	 * Gets the value of the modifier applied to the character's base body
	 * score.
	 * @return <code>float</code>
	 */
	public float getModbody() {
		return modbody;
	}
	/**
	 * Gets the value of the modifier applied to the character's base
	 * Constitution score.
	 * @return <code>float</code>
	 */
	public float getModConstitution() {
		return modConstitution;
	}
	/**
	 * Gets the value of the modifier applied to the character's base Dexterity
	 * score.
	 * @return <code>float</code>
	 */
	public float getModDexterity() {
		return modDexterity;
	}
	/**
	 * Gets the value of the modifier applied to the character's base fatigue
	 * score.
	 * @return <code>float</code>
	 */
	public float getModfatigue() {
		return modfatigue;
	}
	/**
	 * Gets the value of the modifier applied to the character's base Ferocity
	 * score.
	 * @return <code>float</code>
	 */
	public float getModFerocity() {
		return modFerocity;
	}
	/**
	 * Gets the value of the modifier applied to the character's base frame
	 * score.
	 * @return <code>float</code>
	 */
	public float getModframe() {
		return modframe;
	}
	/**
	 * Gets the value of the modifier applied to the character's base height
	 * score.
	 * @return <code>float</code>
	 */
	public float getModheight() {
		return modheight;
	}
	/**
	 * Gets the value of the modifier applied to the character's base
	 * Intelligence score.
	 * @return <code>float</code>
	 */
	public float getModIntelligence() {
		return modIntelligence;
	}
	/**
	 * Gets the value of the modifier applied to the character's base maxBody
	 * score.
	 * @return <code>float</code>
	 */
	public float getModmaxBody() {
		return modmaxBody;
	}
	/**
	 * Gets the value of the modifier applied to the character's base maxFatigue
	 * score.
	 * @return <code>float</code>
	 */
	public float getModmaxFatigue() {
		return modmaxFatigue;
	}
	/**
	 * Gets the value of the modifier applied to the character's base Piety
	 * score.
	 * @return <code>float</code>
	 */
	public float getModPiety() {
		return modPiety;
	}
	/**
	 * Gets the value of the modifier applied to the character's base Strength
	 * score.
	 * @return <code>float</code>
	 */
	public float getModStrength() {
		return modStrength;
	}
	/**
	 * Gets the value of the modifier applied to the character's base weight
	 * score.
	 * @return <code>float</code>
	 */
	public float getModweight() {
		return modweight;
	}
	/**
	 * Gets the value of the modifier applied to the character's base Wisdom
	 * score.
	 * @return <code>float</code>
	 */
	public float getModWisdom() {
		return modWisdom;
	}
	/**
	 * Gets the number of siblings in the character's family.
	 * @return <code>int</code>
	 */
	public int getNumSiblings() {
		return numSiblings;
	}
	/**
	 * Gets the character's sibling rank.
	 * @return int
	 */
	public int getSiblingRank() {
		return siblingRank;
	}
	/**
	 * Gets the character's social status score.
	 * @return <code>int</code>
	 */
	public int getSocialStatus() {
		return socialStatus;
	}
	/**
	 * Gets the character's zodiac sign.
	 * @return {@link int}
	 */
	public int getZodiac() {
		return zodiac;
	}
	/**
	 * Determines if the character is their father's heir.
	 * @return true if the character is their father's heir, otherwise false
	 */
	public boolean isHeir() {
		return isHeir;
	}
	/**
	 * Sets the character's base Appearance score.
	 * @param val the new value
	 */
	public void setBaseAppearance(final float val) {
		baseAppearance = val;
	}
	/**
	 * Sets the character's base BardicVoice score.
	 * @param val the new value
	 */
	public void setBaseBardicVoice(final float val) {
		baseBardicVoice = val;
	}
	/**
	 * Sets the character's base body score.
	 * @param val the new value
	 */
	public void setBasebody(final float val) {
		basebody = val;
	}
	/**
	 * Sets the character's base Constitution score.
	 * @param val the new value
	 */
	public void setBaseConstitution(final float val) {
		baseConstitution = val;
	}
	/**
	 * Sets the character's base Dexterity score.
	 * @param val the new value
	 */
	public void setBaseDexterity(final float val) {
		baseDexterity = val;
	}
	/**
	 * Sets the character's base fatigue score.
	 * @param val the new value
	 */
	public void setBasefatigue(final float val) {
		basefatigue = val;
	}
	/**
	 * Sets the character's base Ferocity score.
	 * @param val the new value
	 */
	public void setBaseFerocity(final float val) {
		baseFerocity = val;
	}
	/**
	 * Sets the character's base frame score.
	 * @param val the new value
	 */
	public void setBaseframe(final int val) {
		baseframe = val;
	}
	/**
	 * Sets the character's base height score.
	 * @param val the new value
	 */
	public void setBaseheight(final float val) {
		baseheight = val;
	}
	/**
	 * Sets the character's base Intelligence score.
	 * @param val the new value
	 */
	public void setBaseIntelligence(final float val) {
		baseIntelligence = val;
	}
	/**
	 * Sets the character's base maxBody score.
	 * @param val the new value
	 */
	public void setBasemaxBody(final float val) {
		basemaxBody = val;
	}
	/**
	 * Sets the character's base maxFatigue score.
	 * @param val the new value
	 */
	public void setBasemaxFatigue(final float val) {
		basemaxFatigue = val;
	}
	/**
	 * Sets the character's base Piety score.
	 * @param val the new value
	 */
	public void setBasePiety(final float val) {
		basePiety = val;
	}
	/**
	 * Sets the character's base Strength score.
	 * @param val the new value
	 */
	public void setBaseStrength(final float val) {
		baseStrength = val;
	}
	/**
	 * Sets the character's base weight score.
	 * @param val the new value
	 */
	public void setBaseweight(final float val) {
		baseweight = val;
	}
	/**
	 * Sets the character's base Wisdom score.
	 * @param val the new value
	 */
	public void setBaseWisdom(final float val) {
		baseWisdom = val;
	}
	/**
	 * Sets the character's birth aspect.
	 * @param val the character's birth aspect to set
	 */
	public void setBirthAspect(final int val) {
		birthAspect = val;
	}
	/**
	 * Sets the character's family status.
	 * @param val the new family status
	 */
	public void setFamilyStatus(final int val) {
		familyStatus = val;
	}
	/**
	 * Sets the character's father's social class.
	 * @param val the new fatherSocialClass
	 */
	public void setFatherSocialClass(final int val) {
		fatherSocialClass = val;
	}
	/**
	 * Sets the character's father's (or grandfather's) vocation.
	 * @param val the character's father's (or grandfather's) vocation to set
	 */
	public void setFatherVocation(final int val) {
		fatherVocation = val;
	}
	/**
	 * Sets the character's father's (or grandfather's) vocation rank.
	 * @param val the character's father's (or grandfather's) vocation rank to
	 *        set
	 */
	public void setFatherVocationRank(final int val) {
		fatherVocationRank = val;
	}
	/**
	 * Sets the full value of the character's Appearance score.
	 * @param val the new value
	 */
	public void setFullAppearance(final float val) {
		fullAppearance = val;
	}
	/**
	 * Sets the full value of the character's BardicVoice score.
	 * @param val the new value
	 */
	public void setFullBardicVoice(final float val) {
		fullBardicVoice = val;
	}
	/**
	 * Sets the full value of the character's body score.
	 * @param val the new value
	 */
	public void setFullbody(final float val) {
		fullbody = val;
	}
	/**
	 * Sets the full value of the character's Constitution score.
	 * @param val the new value
	 */
	public void setFullConstitution(final float val) {
		fullConstitution = val;
	}
	/**
	 * Sets the full value of the character's Dexterity score.
	 * @param val the new value
	 */
	public void setFullDexterity(final float val) {
		fullDexterity = val;
	}
	/**
	 * Sets the full value of the character's fatigue score.
	 * @param val the new value
	 */
	public void setFullfatigue(final float val) {
		fullfatigue = val;
	}
	/**
	 * Sets the full value of the character's Ferocity score.
	 * @param val the new value
	 */
	public void setFullFerocity(final float val) {
		fullFerocity = val;
	}
	/**
	 * Sets the full value of the character's frame score.
	 * @param val the new value
	 */
	public void setFullframe(final float val) {
		fullframe = val;
	}
	/**
	 * Sets the full value of the character's height score.
	 * @param val the new value
	 */
	public void setFullheight(final float val) {
		fullheight = val;
	}
	/**
	 * Sets the full value of the character's Intelligence score.
	 * @param val the new value
	 */
	public void setFullIntelligence(final float val) {
		fullIntelligence = val;
	}
	/**
	 * Sets the full value of the character's maxBody score.
	 * @param val the new value
	 */
	public void setFullmaxBody(final float val) {
		fullmaxBody = val;
	}
	/**
	 * Sets the full value of the character's maxFatigue score.
	 * @param val the new value
	 */
	public void setFullmaxFatigue(final float val) {
		fullmaxFatigue = val;
	}
	/**
	 * Sets the full value of the character's Piety score.
	 * @param val the new value
	 */
	public void setFullPiety(final float val) {
		fullPiety = val;
	}
	/**
	 * Sets the full value of the character's Strength score.
	 * @param val the new value
	 */
	public void setFullStrength(final float val) {
		fullStrength = val;
	}
	/**
	 * Sets the full value of the character's weight score.
	 * @param val the new value
	 */
	public void setFullweight(final float val) {
		fullweight = val;
	}
	/**
	 * Sets the full value of the character's Wisdom score.
	 * @param val the new value
	 */
	public void setFullWisdom(final float val) {
		fullWisdom = val;
	}
	/**
	 * Sets the flag indicating whether the character is their father's heir.
	 * @param flag the flag to set
	 */
	public void setHeir(final boolean flag) {
		isHeir = flag;
	}
	/**
	 * Sets the value of the modifier applied to character's base Appearance
	 * score.
	 * @param val the new value
	 */
	public void setModAppearance(final float val) {
		modAppearance = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base BardicVoice
	 * score.
	 * @param val the new value
	 */
	public void setModBardicVoice(final float val) {
		modBardicVoice = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base body score.
	 * @param val the new value
	 */
	public void setModbody(final float val) {
		modbody = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Constitution
	 * score.
	 * @param val the new value
	 */
	public void setModConstitution(final float val) {
		modConstitution = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Dexterity
	 * score.
	 * @param val the new value
	 */
	public void setModDexterity(final float val) {
		modDexterity = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base fatigue score.
	 * @param val the new value
	 */
	public void setModfatigue(final float val) {
		modfatigue = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Ferocity
	 * score.
	 * @param val the new value
	 */
	public void setModFerocity(final float val) {
		modFerocity = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base frame score.
	 * @param val the new value
	 */
	public void setModframe(final float val) {
		modframe = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base height score.
	 * @param val the new value
	 */
	public void setModheight(final float val) {
		modheight = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Intelligence
	 * score.
	 * @param val the new value
	 */
	public void setModIntelligence(final float val) {
		modIntelligence = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base maxBody score.
	 * @param val the new value
	 */
	public void setModmaxBody(final float val) {
		modmaxBody = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base maxFatigue
	 * score.
	 * @param val the new value
	 */
	public void setModmaxFatigue(final float val) {
		modmaxFatigue = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Piety score.
	 * @param val the new value
	 */
	public void setModPiety(final float val) {
		modPiety = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Strength
	 * score.
	 * @param val the new value
	 */
	public void setModStrength(final float val) {
		modStrength = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base weight score.
	 * @param val the new value
	 */
	public void setModweight(final float val) {
		modweight = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base Wisdom score.
	 * @param val the new value
	 */
	public void setModWisdom(final float val) {
		modWisdom = val;
	}
	/**
	 * Sets the number of siblings in the character's family.
	 * @param val the number of siblings in the character's family to set
	 */
	public void setNumSiblings(final int val) {
		numSiblings = val;
	}
	/**
	 * Sets the character's sibling rank.
	 * @param val the new siblingClass
	 */
	public void setSiblingRank(final int val) {
		siblingRank = val;
	}
	/**
	 * Sets the character's social status score.
	 * @param val the character's social status score to set
	 */
	public void setSocialStatus(final int val) {
		socialStatus = val;
	}
	/**
	 * Sets the character's zodiac sign.
	 * @param val the character's zodiac sign to set
	 */
	public void setZodiac(final int val) {
		zodiac = val;
	}
}
